Riverology 3 runs on the same rebuilt foundation as Oceanology Pro, with the river and lake half of it as the product. One codebase instead of two.
Riverology and Oceanology have been separate codebases with separate bugs, separate engine-upgrade work and separate release schedules. Riverology 3 ends that. It is built directly on the Oceanology Pro core, the same rebuilt foundation Pro ships on, and it releases right after Pro rather than months behind it. The practical consequence is that a fix or an engine upgrade that lands in the core lands in both products, and the two behave the same way everywhere they overlap.
The core models rivers and lakes as first-class body types, not as ocean with a mask applied. The river component generates one spline mesh per spline point, evaluates river width and depth from per-point spline metadata, and carries dedicated transition materials for the two cases that always look wrong in other systems: river meeting lake, and river meeting ocean. That is precisely the half of the core Riverology exists to sell, and it is already built.
Riverology and Oceanology are designed to sit in the same level. Because they share the core, a river and an ocean can belong to the same water zone, be rendered by the same water mesh, and hand off to each other through the river-to-ocean transition material instead of meeting at a visible seam. Riverology stays inland — rivers, streams and lakes — and Oceanology owns the open water. You buy the one that matches your scene, or both, and they do not fight.
| Before | Oceanology Pro | |
|---|---|---|
| Runtime modules | One runtime module | Five runtime modules plus a separate editor module |
| Where the logic lives | Mostly one Blueprint actor with a thin C++ helper library beneath it | C++ components, subsystems, global shaders and render passes |
| Platform support declared | Win64 only, via a platform whitelist in the plugin descriptor | No platform whitelist in the descriptor |
| Wave systems | Four fixed Gerstner wave slots plus one global displacement block | Spectral Gerstner, Gerstner or FFT, live or baked, chosen per body |
| Water body types | A single river spline actor | River, lake, ocean, island and custom bodies; Riverology exposes the inland ones |
| Interaction and simulation | Flow maps and distance field masking in the material | A GPU shallow water solver with impulse, force and source components |
| Modules in the Pro plugin | 5 runtime plus 1 editor |
| Engine version targeted | Unreal Engine 5.8 |
| Water info render target, default | 512 x 512 |
| Water mesh tile size, default | 2400 units |
| Water mesh tessellation factor, default | 6 |
| FFT wave map resolutions | 256, 512, 1024 or 2048 |
| Shallow water solver resolution, default | 512 |
| Shallow water solver rate, default | 60 Hz, Courant number 0.45, up to 8 substeps per step |
| Shallow water live render target budget | 48 MB by default |
| Maximum flow velocity encoded in the water info texture | 1024 units per second |
This is one entry on the Galidar roadmap. For what already shipped in each release, see the Changelog.